* attempt to play corrupt demos as far as possible
* raise com_hunkmegs default to 256
* cg_buzzerSound end of game buzz sound (same as quakelive)
* cg_scoreBoardOld to use non premium scoreboards
* /ecam scale <speed up/down scale value>
speed up or down the selected camera points by adjusting camera time (2.0: twice as fast, 0.5: half speed)
* bug fix: sometimes entity number wasn't drawn above demo taker
* /entityfreeze <'clear', entity number> and /listentityfreeze
* added cgamepostinit.cfg autoexec which can be run when all set up has been completed and all the game info and commands are available
* bug fix: prevent crashing in any cgame function if the first snapshot hasn't been set
* bug fix: allow ';' inside config/exec comments
* raised shader 'animmap' limit from 8 to 2048, credit to Cyberstorm, suggested by KittenIgnition and mccormic
* bug fix: cg_crosshairBrightness and cg_crosshairAlphaAdjust set to 0 could be treated as 1.0
* bug fix: scoreboard could become stuck in free floating spectator demos
* cg_powerupLight (enable or disable player glow when they have a powerup)
* don't spam console if you mistype shader name with cg_adShaderX
* /setcolortable <index number> r g b a
* com_qlColors (1: quake live, 2: quake3)
* bug fix: error loading some maps because of null valued spawn vars (ex: ospdm6)
* allow F1 -> F12 binds while console is open
* cl_numberPadInput to disable number pad functions and allow them as input
* bug fix: clear selected camera points when loading a new camera
* better delagging for bots
* take out "wait to sync" and other camera console spamming
* freetype6.dll no longer required for windows client
* 64 bit compiling fixes (works for linux, haven't tested windows)
* bug fix: don't play extra pain sound when a player lands from a high fall
* bug fix: camera angle velocity calculated incorrectly
* camera editing hud: show if origin or angles aren't smooth
* camera editing hud: fix spelling errors
* camera editing hud: add small message on how to disable
* camera editing hud: show currently selected camera points
* camera editing hud: remove some unecessary text
* camera editing hud: add immediate velocity (true velocity when you pass a camera point)
* bug fix: don't play extra countdown sounds at start of demo or when seeking
* bug fix: draw scoreboard when player dies in spectator demos
* bug fix: hud element CG_CAPFRAGLIMIT show time limit for duel and tdm
* bug fix: don't use random values in lagometer when seeking
* some quake3 demo support by setting command line cvar protocol to 68
ex: copy map_cpm3a.pk3 into wolfcamql/wolfcam-ql/
wolfcamql.exe +set protocol 68 +demo ratelpajuo
* bug fix: camera code could set wrong sound entity for first person view resulting in first person view sounds being played at half volume
* s_showMiss debug cvar to show skipped sounds (1: skipped because of max repeat rate, 2: also show if it was skipped because of max number of sounds being played, >2: show if sound channel couldn't be allocated)
* s_show >2 will only output when a sound is played
* s_maxSoundRepeatTime skip playing a sound if it is repeated this often in milliseconds (default is 0 to match quakelive, q3 is 50) Noticeable with lg hit beeps
* s_maxSoundInstances (96: default similar to quake live, 0: q3 code which limits either 4 or 8 sounds attached to an entity -- with the bug of the 3d world counting as an entity)
* s_qlAttenuate (0: q3 style -- use smaller distance for sound volume calculation and always play at full volume sounds within 80 game units, 1: default calculate sound volumes like quake live)
* bug fix: lightning gun impact bolt could be shown when hitting sky shader
* fx bug fix: lightning gun impact mark could draw on sky shader
* fx bug fix: regular lightning gun impact mark was being drawn in addition to scripted one
* fx: lightning gun impact fps independent cg_fxLightningGunImpactFps (default is 125, 0 to disable)
* player model scaling and server set models:
cg_playerModelAutoScaleHeight scale player models to match this height (default: 57, "" to disable)

these are used after auto scaling pass:
cg_playerModelAllowServerScale use server info to apply additional scaling
cg_playerModelAllowServerScaleDefault for older demos without server info use this as default (default is 1.1)

* fx bug fix: missing parts of weapon models don't disable scripting
* fx bug fix: grapple/trail called from wrong place
* fx: change missing grapple/trail shader in q3mme.fx
* lightmap fixes for r_singleShaderName and support for textures without lightmap stage
* changing r_singleShader and r_singleShaderName don't require vid_restart
* cg_wideScreenScoreBoardHack (1: don't stretch but center on screen, 2: ignore cg_wideScreen and stretch to fit)
* auto exec: scoreboardon.cfg and scoreboardoff.cfg
* changing r_lightmap doesn't require a vid_restart
* fx: added 'emitterf' which lets lerp go from 0.0 to greater than 1.0. checking for lerp >= 1.0 can be used for clean up or to set final values
* fx: /listfxscripts and /printdirvector (prints current viewangles as a dir vector)
* fx: /runfx and /runfxat to run arbritary scripts and add effects indpendent of game events and can be used as a generic scripting system

* fx bug fix: 'return' was only skipping the current block
* instant weapon switch demos don't play old weapon sound when firing
* fx: color1 and color2 available from all weapon scripts (ex: can colorize rail impact according to player set colors)
* fx: /clearfx [emitter id] and 'emitterId' float to tag emitter. See readme for example usage.
* fx bug fix: correct reset for 'distance' and 'interval' when fast forwarding/rewinding
* switch to "weaponNone" during intermission
* bug fix: accuracy window time alignment
* bug fix: center print chopping off text greater than 50 characters
* can use bounded keys in main menus
* cg_fragTokenAccuracyStyle (0: "35%", 1: "35", 2: "0.35")
* bug fix: camera could set wrong freecam position after camera playback
* cg_demoStepSmoothing (move up steps smoothly instead of stuttering up and down during demo playback the same as is done when playing the game)
* cg_stepSmoothTime default is 100 (similar to quakelive) which will usually bounce up and down when crouching and going up steps. quake3 default is 200 where even crouch will cause you to move up stairs in a straight line
* cg_stepSmoothMaxChange
* higher precision for 'curve' camera type (floating point overflows with low timescales)
* bug fix: cg_drawAttackerTime wasn't being used
* cg_zoomBroken ql/q3 have weird zooming behavior where if you release zoom key early it wont zoom back down from the zoom fov you had reached, instead it will switch to full zoom fov and back down from there. Can look as if zoom key is stuck with low timescales.
* cg_zoomIgnoreTimescale
* cg_zoomTime how quickly, in milliseconds, to zoom in and out
* allow +zoom when using /follow
* /dumpents [filename] [ent number | 'freecam' | 'all'], /stopdumpents
see readme for information about the file format
* 'fixedtime' cvar can use values less than 1.0
* bug fix: don't crash if surface is missing a shader
* bug fix: use shader instead of direct image file for some hud elements
* cg_mouseSeekUseTimescale (1: will scale demo seeking based on timescale value, 2: (default) take timescale value into account only when less than 1.0)
* cg_cameraDebugPath adds a model showing the camera path without updating freecam origin and angles, use r_drawworld 0 and r_fastsky 1 for a clearer view
* use 'info_player_start' with cg_drawSpawns
* cg_customMirrorSurfaces (when using r_forcemap will use the map's mirror information to add reflected scenes)
* /addmirrorsurface <x> <y> <z> //FIXME maybe take out, don't know if it's useful
* cg_pathRewindTime and cg_pathSkipNum (number of points to skip for smoothing)
* /drawrawpath will toggle drawing
* /stopplaypath
* /recordpath accepts an arg to specify filename, default file now written to cameras/ directory
* /recordpath records information at a later stage allowing even 1st person path to be saved and it has higher precision (doesn't depend on server times)
* cg_audioAnnouncerFlagStatus, cg_audioAnnouncerLead, cg_audioAnnouncerTimeLimit, cg_audioAnnouncerFragLimit, cg_audioAnnouncerWin, cg_audioAnnouncerScore
* cg_proxMineTick (play mine tick sound)
* cg_drawProxWarning* (text when you have been mined)
* /ecam reset
resets all adjusted velocities
* /ecam rebase [origin | angles | dir | dirna | time | timen <server time>]
edit camera times to start now or at the time given time, use current
angles, origin, or direction as the new starting values
* /ecam smooth velocity
change camera times to have the final immediate velocity of a camera point
match the initial immediate velocity of the next camera point
* /ecam smooth avgvelocity
change camera times to have all points match the total average velocity
run command multiple times for better precision
* /ecam smooth origin
match, if possible, the final immediate velocity of a camera point to the
immediate initial velocity of the next camera point to have smooth origin
transitions (done by setting the appropriate overall final and initial
velocities)
* /ecam smooth angles
(same as '/ecam smooth origin' for view angles)
* /ecam smooth originf
aggresive origin smoothing which will change origins and camera times in
order to match velocities
* /ecam smooth anglesf
aggresive angles smoothing which will change angles (but not times) in order
to match angle velocities
* cg_cameraSmoothFactor (value between 1.0 and 2.0) used by /ecam smooth <type>
* bug fix fx: don't run weapon/flash script twice for 1st person view
* new tiered armor hud support
* use correct thaw tick sound in freezetag
* switching to freecam doesn't change your origin. use /freecam 0 0 26 or /freecam offset 0 0 26 for old behavior of switching to third person above the player model
* /freecam accepts [offset | set | move | last] as a first argument (with offset being the default)
ex: /freecam move 100 whill switch to third person 100 game units ahead of player
/freecam last switch to third person and use last freecam position
* /setviewangles
* /moveoffset same as move but using xyz coordinates
* /move command changes positions/angles relative to where you already are: /move [forward amount] [right] [up] [pitch] [yaw] [roll]
* cg_itemSpawnPrint adds a chatline when items respawn and the demo was recorded with cg_enableRespawnTimer 1
* item timer doesn't get reset when rewinding or fast forwarding (except for cpm mega health)
* don't play kill beep if you kill yourself or kill/thaw a teammate
* cg_scoreBoardWarmup 1 to match ql (show scoreboard when you die in warmup)
* bug fix: don't play announcer warnings during warmup
* support for new ctf scoreboard, tdm and duel scoreboard changes, fix bug in freezetag scoreboard, use same formula as ql for net, frag, and death calculations
* EV_DROWN and don't play pain sounds underwater to match ql
* bug fix: don't draw lg beam twice if /following and it switches to demo pov
* cg_battleSuitKillCounter
* auto exec: firstpersonswitch.cfg and wolfcamfirstpersonswitch.cfg
* cg_firstPersonSwitchSound default "sound/wc/beep05" play this sound when the view changes in a spectator demo. Set to "" to disable.
* wolfcam_firstPersonSwitchSoundStyle (0: don't play cg_firstPersonSwitchSound when using '/follow' 1: only play when switching back and forth from selected player, including /follow [victim|killer] 2: always play switch sound when view changes)
* com_execVerbose default 0 to avoid spamming console when you execute a cfg file
* ql shader parameter 'novlcollapse' (used with r_vertexLight 1)
* cg_noTaunt
* r_fastsky 2 won't disable portal views
* r_showtris and r_showNormals set to 2 won't have wallhack effect
* r_debugMarkSurface when set to 1 will print the name of the map shader upon which impact marks are drawn
* r_ignoreNoMarks allows marks on surfaces that have been set to not have marks on them. Mostly for use with r_debugMarkSurface but can be used if you want to have extra impact marks (lamps, etc..).

Add camera points as usual then /camtracesave [old] will save cameras/ct3d/pos which can be imported into camtrace 3d. They will be exported as et:qw compatible files unless the 'old' option is used. 'old' option writes etpro compatible files which can be imported into camtrace as obviously 'et' type and they can also be used in older versions of camtrace 3d.

* map autoexecs for silence and useandabuse to fix disappearing freecam entities
* fx: weapon/*/fire scripts included in q3mme.fx
* fx: soundweapon, soundlistweapon, soundlocal, and soundlistlocal to allow non world sounds
* cg_forceBModelPosition[number] and cg_forceBModelTrajectory[number] in addition to cg_forceBModel[number] for maps like 'silence' and 'useandabuse' that also need to specify position, angles, and velocities for brush/map models
* 64bit fixes
* some fixes related to non-player fired weapons (example: grenade room in silentnight)
* fx: entity limit doubled to about 16000
* autoexec files fragforwardnext.cfg and fragforwarddone.cfg when seeking to next frag and when the last frag is played
* '/fragforward stop' to force a stop
* /fragforward command will print a message to the console indicating whether it's on or off
* cg_whIncludeDeadBody, cg_whIncludeProjectile
* fx bug fix: hitting fx entity limit could cause game models and images to be dropped
* fx: emmitters with negative 'emitterid' are treated as 'low priority' to allow control over which fx entities get dropped first if the maximum entity limit is reached (a little over 8000)
* fx: cg_fxDebugEntities to check if the maximum entity limit has been reached and which entities needed to be dropped
* fx: added additional fx emitter types for /localents command
* fx bug fix: distance script could get stuck in an infinite loop
* doc fixes and updates: incorrect time values for /fragforward, more information for /addcamerapoint, fx note about there being a limit of only 32 dynamic lights
* bug fix: don't draw crosshair health/armor values for teammates if team information isn't available
* cg_serverPrint to enable/disable printing server messages in the center of the screen
cg_serverPrintToChat to enable/disable printing server messages in the chat area
cg_serverPrintToConsole to enable/disable printing server messages in the console

* bug fix: view change in demo could register as player 'warping'
* fx: /runfxall <script name> will run script against all present fx entities
* bug fix: if sound system isn't initialized it could lead to menu corruption
* bug fix: fragforwarddone.cfg wasn't being executed
* fx: 'shadertime' to control when shader animations begin
* fx: match q3mme behavior of only setting shadertime to current time when emitters first appear
* doc update: forgot to add that r_ignorehwgamma can be set to -1 to force hardware gamma if SDL incorrectly reports that the hardware doesn't support it
* bug fix: projectile models sometimes being loaded after they appear in the demo
* fx bug fix: shotgun pellet origin could become corrupted

Experiencing a really weird bug here. Vanilla Wolfcam 9.0, fresh install on 64bit Linux. When i playback a demo, i get vid_restarts every other second IF i don't do something like moving the mouse or changing the POV.

€: Figured it out, had something to do with the window size. By default it was overlapping by 2 pixel on the second screen and that caused the vid_restarts.

I have a brightness problem on this , I tryd alot commands -r_gamma not work @all. Intensity , overbright and others commands change just effects and ammo,weapons brighness , its just all so dark , ewen on game menu . r_ignorehwgamma dont change nothing.Actually when iam load some demo it is normal brighness on about one second , then its become very dark again :( Any have ideas about this problem ,?

In older versions it was called every frame, so on high FPS was possible to create non-breaking trail on wall.
Now in 9.x it's called every server frame (40 times/sec?) so on any FPS trail on wall will be made from dots.

distance {...} and interval {..} still not works in impact section too.

thats ez. somewhy ID use func_bobbing on those missing brushes even tho they are static. so if they are not drawn in the demo recorders pov (these entities do not exist on pro-q3dm6 so the demo recorded didnt record it) you wont be able to see em.

yes its doable by radiant. after decompiling you will likely to loose the lights (depends on what cmds were used due compiling), texture positions and scalings tho. so remaking it would be somewhat pain in the ass i guess. but its up to you. for radiant tutorials there are tons over the internet for basic useage. for decompile i suggest the using of q3map2toolz

I´ve got problems with wolfcam 9.0. Now I am making a video of iCTF. But after this I would like to make a CA video. But when the round ends in CA it always appears as round draw (the text and teh voice sound). No matter if red or blue team wins the round.

Possible to do in wc. I just dont have access to wc tm, i'll post cvars later

upd: So, here you go
open up wc console and type "cg_enemyrail" without quotes and then press TAB. You are likely to see several cvars that customize enemy teams railgun in one or another way.
Perhaps, "cg_teamrail" [TAB] reveals cvars about railgun for your team. I don't really know how they work but you should try set default quake 3 color codes (from 0 to 25) and 0x000000 format.

there's no clientoverride for headfx or torsofx, but you're still able to do the same thing with 'runfx': he's not actually adding an effect for the player's head or torso he's using it as a trick to run an arbritary fx script.. which is what 'runfx' does:

this is a bug, thanks. If you need to do rotations use 'rotate' instead of 'angle'. You still wont get the effect you want since I had assumed, based on test scripts, that q3mme's 'beam' was origin aligned as opposed to view aligned. I'll look into it.

You can use cg_fovy to force a y fov based on whatever formula you want. Since I don't know the exact method quake live uses I didn't include anything to automatically adjust it. You can try to approximate it yourself comparing screenshots:

something else: the default rocket explosions are always good visible, while a custom explosion is only half visible, the other half is inside the floor or wall. can´t find any value in the q3mme text thats different.
edit: u have to delete/rename the q3mme to get the correct rocket explosion

- the message: "player x has joined the battle" - can this be deleted?

the only thing that I can think of for the gib/quad sound is that the quad damage sound file was accidentally copied as one of the gib sounds. In the console could you try these and see if they sound ok:

'colorfade' is a percentage of the current color to darken to (0.0 to 1.0). 'colorfade 0.0' will fade to black, 'colorfade 0.5' will fade to half brightness, 'colorfade 1.0' will have no effect, and anything above 1.0 will be random

I managed to fix my issue with the help on KittenIgnition and Biox1dE on the irc chan.

I needed to have the quakelive Pk3's D:

Now i have a seperate issue, im trying to play a demo that i recorded with cnq3/cpma, .dm_68, i have the correct paks in the working dir and i think the map starts to load, but then i get this erroe message.

I can hear the menu sounds and even start a demo but the screen is just black. It's like that since I tried to exec some ultra quality config. Then I deleted wolfcam, downloaded it again, execed my own config blindly but it's still just black. How do I fix it?

Hey, just a question...
I've been working on my second fragvideo... the first was a compilation of my clan, 10+mins, hundreds of frags from a bunch of different people...
This time round, it's the same setup, but I'm trying to do things in as methodical a way as I can... keep things organized, do as much as I can all at once, in terms of recording, converting etc etc.
I go through all the demos and use the 'record' function to cut the good parts out to render later on...

I had two questions, wondering if this is possible:
Is it possible to use the video command in a way that it uses the demo's base name as the video name, without having to type it in?
( I hope I'm explaining this correctly. )
eg. The demo file might be called: adra-dm6-airrocket.
Is there a command I could use to automatically record the avi as:
'adra-dm6-airrocket.avi'?

Also, is it possible to script wolfcam to run through a bunch of demos and render them all in a sequence? Like a batch render script as such. So I could just set wolfcam off rendering a whole folder while I get on with other things, since it takes so much time.

Is there any way to remove the 'blue/red wins the round' from end of round kills in CA demos? I'd like to just focus on the kill without that message displaying.
Also, I've worked out how to batch script recording, but the problem is, once the demo finishes, wolfcam just returns to the menu screen. Which doesn't return control to the calling batch file.
Is there some way to set wolfcam to automatically close when a demo is finished playing/recording?

Awesome man! Works a charm. Ended up just setting those vars in my cfg, and using +exec vidconfig in the batchfile. Either way, results are the same. You've saved me heaps of tedious.. fucking... work.
Although,
Regarding the removal of the centreprint, I'm having some problems getting the message properly centered on the screen... I've messed around with adjusting cg_drawfragmessageX and Y, but unfortunately that just adjusts the leftmost edge and doesn't centre depending on name lengths.
Is this possible with the fragmessage drawn separate from the centreprint?

when i enter those 2 commands for removing "red/blue wins the round" message it switches frag message to the lower left, is there any way to remove "red/blue wins the round" but with fragmessage in the original place in the center?

there're strange effects in ql like headshots, and wolfcamql can't recognize them, showing "FIXME event 89 EV_HEADSHOT clientnum xxx". is there any way to define them?
in ql that effect appears as a skull image flies up, and i think making it into a reward icon might look better... is this possible?

still about rewards: is it available to draw several icons in a row and update immediately, like CPMA does? is there any command that cancels only the description of the rewards, like "two hits" "two frags in two seconds", but keeps the "impressive" "excellent"? the default ones just turn down the impact of some quickly done frags...

but will be better when you make a new ZIP archive (NOT RAR!) and put modified files there.

ex:
make folder "sound"
open this folder and make folder "feeback
put modified sounds there
now put "sound" folder to zip archive
rename this archive to z-modifiedsounds.pk3 ("z" on the left side of name - important!)

thanks, and how can i make the CPMA-ish rewards style? i saw this done in a movie by mccormic.
and i can't play q3 defrag demos in wolfcamql, returning message "CL_PARSEGAMESTATE: BAD COMMAND BYTE". is it some setting problems or it's still to be improved?

I've been testing with some different output formats. I tried outputting at 480p resolution ( 854x480 ) For some reason the avi files it outputs are corrupted. Virtualdub reports:
'Cannot decompress video frame: the data is too short...'
When I start recording, the demo plays ultra fast as well, which is odd. Higher resolutions seem to work just fine. Any idea why this would be occurring?

One big thing that's been bugging me. I do fragvideo work, and I've got ways to automate alot of the process... but one weird thing is that the avi files wolfcamql renders can't be directly encoded into other formats.
They seem corrupt in some way, you have to manually resave them as .avi in vdub before they can be used in any way. Adobe Media Encoder only recognizes the avi's as being a few seconds long. Am I doing something seriously wrong?
I haven't tried jpeg output, but that seems like it'd be just as tedious. Is there some way I can directly encode the output avi's to MPEG?
Help appreciated.

I capture them to *. avi's and vegas 10/11/12 has had no problem seeing the complete file and its not corrupted. I also have no issue running a bat file on any avi I capture from wolfcam and encoding it as mp4. Have you tried just watching the avi you capture in media player classic or whatever? It should play back w/o any issue. d/l these codecs with player -> http://codecguide.com/download_kl.htm

Well, I always use vdub to render the .avis with huffyuv or lagarith, then it works fine + you save some space ( both codecs are loseless ofc but the file size is lower). With .tga/jpg output you would render to .avi anyways (you dont have to, its just alot easier IMO).

I think besides Vdub Sony Vegas recognizes the files correctly, so maybe try these programs. You also could use megui to encode this if you want x264, with proper avisynth script its possible. Other than that I definitely dont recommend you to render wolfcam .avis with AAE, I always had problems with that...

i'm having severe problems watching demos on map dfwc2012-5 with wolfcamql 9.4: totally wrong textures/effects, no weapon effects, and there are many raw materials(textures, fonts, etc) at the bottom of the last room. i have no idea how to deal with this.
don't know if someone else share the same problem.

in official 9.5 i have a problem in demo playing, seems that if the demo name is too long it won't be played(saying "couldn't open demo demos\verylongdemoname.dm_73"). in 9.4 and 9.5 beta i don't have this problem, but in 9.5 there is. i remember seeing some discussion like this somewhere, but not in this thread :( is there something i can do to get it well or i'd have to go back to previous versions?

the length of most duel demos' names are too long, and it's not reasonable to rename them all... other way, apart from player and map names, those times are also useful for me as i use them to separate different demos. so it's still a problem for me...

KOS texture pack replaces quakelive's 'scripts/gfx.shader' so the new 'ghostWeaponShader' isn't found and cg_drawgun 3 has no effect. If you really want to use it, while still using kos pak, you can add another file such as:

It's been a while since I've really looked at how demos work, but I do recall that if I lower my ammo to <25% or 0, I will get the low ammo or no ammo warnings, respectively.

This also doesn't seem like the kind of thing that would be important enough to waste a packet on, considering how efficient q3's netcode is.

Lastly, you can't hear if someone else is low on ammo (maybe you can, but I don't think so), which means there's absolutely no reason to send that info to the server, since it can just be calculated clientside like everything else.

Also, since this is WolfcamQL, how about letting people change the Low Ammo Warning message?

It says "LOW AMMO WARNING" in capitals. Of course it can be removed entirely, but if it could be edited as a string with tokens like
%a - current ammo
%p - percentage of ammo left (ammo / max_ammo)
%m - max ammo for current weapon
%n - name of the ammo
that would be awesome. Just a thought.

When there is a vote in progress and you rewind to the time before the vote took place, the timer will still be running, backwards, counting down to the time when the vote started. Most notably when there is an end vote and you rewind back the the start of the match.

Voting can also take place mid-game on custom servers. The end vote is almost always present.

The vote in progress message should be disabled when the vote isn't running.

The variable
cg_drawFriend
doesn't add Friend markers, those yellow triangles over teammates' heads on matter what I set it to.

The Team Overlay seems to be enabled, but I can't see it. I don't know what is up with the
cg_teamOverlay
variable range, since changing any of that doesn't make the Team Overlay appear.

Crosshair Teammate Health and Armor configured by the
cg_drawCrosshairTeammateHealth
variable range draws 0 / 0 under the Crosshair and doesn't have actual values in them.

This could come from me spectating without them. It's either that or them not being implemented in WolfcamQL. A hint towards them not functioning properly is that they are being drawn in no color and small scale. I have checked with other demos from high profile matches recorded by officials as well, they don't show Teammate Health and Armor either.

I couldn't recreate the problem with team models and colors or cg_drawFriend. Team overlay is a server issue. If you spectate someone in tdm you wont get sent the information for team overlay or crosshair health.

I did some debugging with valgrind and this is what I found out.
wolfcam9.9 doesn't crash when run through valgrind (because of different memory layout I guess) but it detects write to unallocated memory around the place where it crashes normally.

Help!
I've just went from 9.3 to 9.6. When the wolfcam window is in focus my entire desktop's gamma skyrockets to ridiculously bright. If i click something in windows the gamma goes back to normal. I'm using all default settings, no custom config. Fresh install of wolfcam.

Is there a possibility to set wolfcam to 100% CPU usage? when i capture video, my CPU is used 25% only and HDD write speed is only 2 mb/s coz:
cl_aviframerate 30
cl_avimotionjpeg 0
mme_blurframes 96
mme_bluroverlap 0
mme_blurtype gaussian
seta mme_workMegs 7000

Something I almost reported for WolfcamQL 9.5 was
cg_hudFiles "ui/hud.txt"
which is the default HUD got missing gametype icons in top left corner for FFA, Duel and quite possibly for all gametypes. This is what you get if you only use the latest QL resources. I don't have the old ones anymore and neither do other people making a fresh install.

Checked this in WolfcamQL 9.6 and the gametype icon is no longer missing, except it is the wrong one. In Duel there is a skull in WolfcamQL, in Quake Live there is a fist.

Will setup the latest version and start using that for match video making.

Another question: Am I right asuming the editcamerapoint command doesn't work? Granted there isnt really any documentation on what it's supposed to do but for me it just freezes the game at the time that camerapoint is passed and shows 'its view'.

However you can't edit it, at least I can't figure out how. It would be really cool if you could 'editcamerapoint 3' then move the point the way you want it and then 'savecamerapoint' or something to confirm the edit. Unless that's already possible and I just don't get how!

'editcamerapoint' works. A better name might have been 'jumptocamerapoint' and automatically pause. To change values such as origin and angle just move or look around and use /addcamerapoint again. Make sure that cg_cameraQue is set to 0 (lock freecam origin and angles to match camera). Will add a note to the documentation that /addcamerapoint also works to insert and modify camera points in addition to appending new points.

Allow to string together a frag run/killing spree.
/fragforward "<time before first frag> <time between frags> <time after last frag in sequence>"
Maybe check if the fragger got killed between frags to move to next sequence instead.

Allow it to be turned off once activated.
/fragforward "-1"
Also turn it off once it reaches the last frag.

Actually, since I mostly convert entire demos to video files, it would be neat if the fragforward went through the entire demo and then returned to main menu when it reaches the last frag, instead of sounding a buzzer/printing a text message.

Is it possible to disable the icons that appear above player's heads when getting an 'impressive' or 'excellent' award?
I don't mean the bar displaying the awards you've earned during the match, just the sprite above the head. I've googled, but could not find anything.

Thank you, that does do the trick. I also added player/talk, player/gauntlet etc. to get rid of all the sprites.
Enemies and teammates still show them, though and I want them all gone.
It says in the release notes it's possible to use 'input' variables to give teammate and enemy weapon effects etc. a separate look. So I looked for an example script that does this to see if I could edit it to do what I want, but I could not find any.
Is it possible and does anyone know how?

Thank you for the responses. Cg_drawFriend 0 and cg_drawFoe are 0, yes. The rewards for teammates and foes are still present unfortunately. I have the sprites set up like this now:

player/impressive { if enemy {
} else if teammate {
} else {
}
}

But only the player's sprites are blocked. To be expected, one could say seeing the phrase 'player/impressive'. On the other hand the only hooks I could find are 'player' or 'weapon'. And there's also the 'player/gibbed' stuff in the example q3mme.fx, I don't use it but I suppose it makes enemies and teammates explode too, no?
Am I doing something wrong or is there another way maybe?

12:02 +gienon • hi, i need some help with the playdemolist.py file
12:02 +gienon • i managed to load it up nicely but after the playback of a demo, it doesnt play the next one
12:02 +gienon • if however i quit manually then it loads wolfcam again and plays the next demo
12:03 +gienon • is that how its supposed to work or is it possible to set it up so that it launches wolfcam once and plays all the demos from the demolist without quiting after each playback?

I'm unable to animate textures on models in fx trails. I've created a model in blender, then textured it with a shader with more than 8 frames. Everything works ok when I put the model somewhere on the map using /runfx (texture is animated just fine). When I put it ingame as a trail it displays only the first frame. Please help.

Upon updating to 9.7 I get an error message whenever I try to start the program saying libgcc_s_sjlj-1.dll is missing.
Using Win7 64bit. I know I can solve this one myself but thought I'd post anyway to give someone the heads up about it.

i'm thinking about customizing different hit impact sparks for different weapons, but can't find the right commands/fx script names. thought i've seen something about this before, but can't find it anywhere. is there any commands already available?

btw, the fxsystem guide on wikia seems a little out of date/lack of update too, i was having problem with the pushparent/pop script and something more about the "perpendicular" function while there's no detailed explanation.

i don't know if it's appropriate here but the mme fx script board seems out of popularity and i want to know something more about what current fx scripts can do and what it can't. for example, is it available to separate weapon impact/trail with hit-or-miss, like if hit then A, else B? it would be awesome if it's possible(like doing extra explosion effects for plasma onto players, or highlight the effective shots etc), but i doubt its possibility for it requires more data than simple weapon/projectile status as was listed in parameters used for those weapon effects. the impact sparks customization should need something like this too, if it's possible in fx scripting.

Can you please explain how the editcamerapoint works a little more. Because I cant seem to get it to work properly. I would like to; for example, MOVE camera point 4 away from the wall so the camera path doesnt clip the wall. When i do editcamerapoint 4 i am able to move away from the wall and pick the position I want, but when i do an addcamerapoint it adds a NEW point between point 3 and 4 instead of replacing point 4's position.

Nevermind. I worked it out. I had made a bind which would play the demo for a split second before adding a point in order to prevent the point from not being created.... which was silly. anyway long story short... it works.

sigh ffs... still having problems... when i edit a camerapoint for the first time it works perfectly. But when i go to edit another camerapoint, it doesnt modify it, it instead adds a camerapoint. it doesnt happen all the time though. some reason, certain camerapoints are stubborn. only solution is to delete it (i set cg_cameraque 0) but cant work it out.

Thanks for that. It worked. One more thing! :P sorry to be a pain about this but... when you do editcamerapoint, it would be better to be transported to the blue number instead of the purple number because in spline mode, you need to reference your new position off the blue one.

are there any independent cvars to display first person view angles/positions/speed on axis(x, y, z) on the hud, like defrag does? i can only check these in camera editing mode by adding hundreds of camera points under timescale 0.1. and also yaw/pitch speed per frame is needed if there is possibility.

What exactly does "combine demos" mean? From what I can tell you can select between two demos running in parallel by doing "/pov next" but is that really it?

It would be awesome if you could 'join' demos. Either so that the next in line would start playing right after the previous finishes without reloading the map or the demos would be merged into a one new demofile. Would something like that even be technically possible?

Yea I kinda figured the purpose out later by myself. Not quite what I was looking for :(

I was hoping you could combine demos of the same map into one big demo. QLDT lets you cut demos so you could cut out all the good frags into short demos and stuff them into a sort of "fragmoviedemo" - as long as the demos are from the same map.

cg_drawrewards 3 stacks different medals together, but when multiple medals are given same time, some of them fall behind: like when i kill 2 with 2 rails combo, the impressive and excellent medal are shown but only impressive is announced; when impressive medal disappear, the excellent is still there and is then announced. this looks weird.

fragforward for ca demo works improperly, when a kill was done shortly before death and the pov switch was within the time after the kill, it will skip a frag. probably a bug from skipping frags done by others.

'dir' is calculated by the server and it represents the direction the impact would bounce off the player. I can try to add something so you can calculate the shot direction but there's a problem in that the information isn't always available. With machine gun bullets you get the client number who made the shot but his information (origin, etc..) might be invalid. Example: you see a player being shot but the shooter is out of demo range.

I also keep getting 'vm_create on cgame...'
I tried changing the com_hunkmegs setting to 512, nothing. It appears completely haphazard. Seems to happen alot more when launching from cmdline in cygwin...

none of the *aspect* cvars are used. You have to use cg_wideScreenHack to prevent image stretching. It's not perfect since some of the code and huds assume a 4:3 aspect ratio, but it should work for rewards.

How to smooth the pov camera (1st person) in wolfcam? If possible, what the command?

I saw a very smooth films, but my even high-quality offline demos are recorded in wolfcam at : ping 0/sv_fps 125/snaps 125/ cg_maxpackets 125/ g_synchronousclients 1/ rate 25000/com_maxfps 125 - Converted to less smooth video than some smooth films I've seen. So I guess that there is a smoothing function for the POV-camera (1st person)